LAST EDITED ON Jul-28-14 AT 02:19 PM (EDT)
>Exactly. Aspects (or at least the good ones) are double edged swords. One important point: the player doesn't have to accept the fate point when the GM compels an aspect. Corwin could choose to avoid the political situation but he won't have that fate point to spend later.
The combat system has what I think is one of the best features that I've ever seen in any RPG: concession. When a character is defeated in a contest he is "taken out". The victor has his way with the loser within the context of the contest. A character can, at any time prior to being taken out, concede the contest. The character loses the contest but he, rather than the victor, controls his fate. In other words, it's how nearly every long-running villain makes his escape at the last minute. He still loses -- his base and plans and what-not are captured or destroyed by the heroes -- but he escapes to plot and enact revenge.
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Rat
That and five bucks will get you a small coffee at Starbucks